Breakpoint 2

Watch our Breakpoint 2 session now.

Profiling, Debugging and Testing Automation for the O3DE Atom Renderer

Breakpoint 2: Profiling, Debugging and Testing Automation for the O3DE Atom Renderer

Open3D engine (O3DE) is a brand new, open source, cross-platform 3D engine built to power everything from triple-A games, to cinema-quality 3D worlds and high-fidelity simulations. Qing will discuss O3DE's built-in debugging and profiling tools, as well as some of the third-party tools that O3DE supports. She will also talk about the automated tests which O3DE uses to validate rendering output and how to create them.

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Esteban Papp

Breakpoint 2: O3DE Build System

Esteban has been working on O3DE/Lumberyard for over 4 years. He has worked on Animation, Optimizations, Memory improvements, and the Platform Abstraction Layer; he has also led the effort to migrate the build system to CMake; and has helped with Infrastructure/CI. He lately has been jumping between multiple different tasks, such as: fixing warnings, reducing build times, helping with CMake, fixing memory issues, and much more. Before Amazon, Esteban worked at Dreamworks Animation for 7 years, where he worked on the Academy-award winning Animation/Rigging tool used to create animated films. He is passionate about practicality, improving customer’s workflows, low level systems and performance.

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Keynote: Building the Open Metaverse with Open Source Software

Breakpoint 2: Building the Open Metaverse with Open Source Software

The metaverse is coming, but not in the form you think. Rather than a single experience, the open metaverse will be a myriad of connected compatible experiences joined by protocols and entered through standard interfaces as is possible with the web today. Open source technology has accelerated innovation for many types of software including Operating Systems, CMSs, and Cloud Orchestration. In the future, open source software will become a key technology in the creation of gaming and non-gaming 3D experiences in the open metaverse. Open 3D Engine and the Open 3D Foundation are accelerating that future by building a diverse community of developers, artists, and content creators who are building on top of Open 3D Engine and pushing the limits of what is possible in 3D.

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Sharpening Your Toolset: How to Evaluate and Integrate Tools in Game Development

Breakpoint 2: Sharpening Your Toolset: How to Evaluate and Integrate Tools in Game Development

There are a wide ranges of tools available to support your game development team, but how do you choose and use the right ones? It is important to know how to evaluate tools, including their benefits and costs for both your project and your team's morale and productivity. In this talk, learn both about the evaluation considerations and how to integrate tools effectively into your team's development with both adoption processes and soft skills.

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Crashing With Style in Unreal Engine

Breakpoint 2: Crashing With Style in Unreal Engine

A build without symbols is a doomed build. A game without crash reporting will stay broken. Join Ari as he tries to break the record of live crashes in a single presentation to teach you how to get the most out of your Unreal game crashes.

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Create without Compromise with Unity Plastic SCM

Breakpoint 2: Create without Compromise with Unity Plastic SCM

Christian Nisenbaum is a software solutions engineer with over 10 years of global experience. He is a key technical advisor and advocate customers trying to understand and evaluate the best software products for their company. Christian has a background in software engineering and over 10 years of experience working with customers worldwide — and at all stages of the software lifecycle: pre-sales, requirements, development, testing, deployment, and post go-live support.

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Testing and Certifying on Stadia: Leaning into the Cloud Native

Breakpoint 2: Testing and Certifying on Stadia: Leaning into the Cloud Native

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Automating and Prioritizing CS Issues

Breakpoint 2: Automating and Prioritizing CS Issues

In this session and Helpshift demo, developers will learn how automated game error reporting and player support done right provides invaluable insight into a Game's likeliness to launch successfully. Backtrace error and bug reporting coupled with Helpshift's Player sentiment and support allow Better Feedback faster and results in Better Games, Faster. Attend the session to win a Beanie!

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Leveraging Crash Reports for Better Support

Breakpoint 2: Leveraging Crash Reports for Better Support

We all know that Backtrace.io is an invaluable tool for developers - but lets not forget the Support Team! Being able to easily identify users that may have been affected by crashes - and pro-activaly work with them to resolve their issue - is a win:win for all parties. This talk will show how to integrate Backtrace.io with the brainCloud Backend-as-a-Service to achieve this goal.

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Panel Discussion: Game Testing: Strategy, Utilities, Resourcing, and Trends

Breakpoint 2: Game Testing: Strategy, Utilities, Resourcing, and Trends

This panel will cover several facets of game testing. We will cover how real-world games approach the strategy and resourcing of game testing. We will also discuss how the game itself and game development lifecycle plays into the overall testing strategy. Afterwards we’ll look at trends in the industry from game makers and vendors on how they look to evolve the state of game testing.

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